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  1. #1

    Default 4tpy for BI

    Hey everyone,

    I’m currently working on a mod for BI using a barbones type map. It will include a background script of my own that helps the AI and also gives certain minor bonuses or negatives to the local player.

    Attached is the 4 turns per year script I’ve made for the BI timeframe. It’ll work for any version of BI & BI mods as long as you know how to incorporate it.

    An official post will be made in the new year previewing my WIP mod.

    So far my version allows the player to play as all factions except the Roman Rebels and Slaves. I have also incorporated the Moors as a horde in Spain.

    My background script allows 4tpy, money management for AI & Local player, unit recruiment modifiers, army spawns for AI, and a random bonus for holding certain settlements (bonus includes money and garrison units)

    If anyone is interested please post below.

    SLK,
    Last edited by Archaon; January 19, 2006 at 07:21 PM.

  2. #2
    Kscott's Avatar New and Improved!
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    sounds very intresting.

    I like this plus Atilla's mod will make a great combo..

    Patron of Basileous Leandros I/Grimsta/rez/ Aemilianus/Publius/ Vizigothe/Ahiga /Zhuge_Liang Under Patronage of Lord Rahl
    MY TWC HISTORY

  3. #3

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    Quote Originally Posted by Kscott
    sounds very intresting.

    I like this plus Atilla's mod will make a great combo..
    True, I’ve been keeping an eye on Atilla’s mod progress, its shaping up well and I’m looking forward to playing it.

    As I have no time for making models I may look into getting permission from others to incorporate some of there own work for the enjoyment of the many.

    SLK,

  4. #4

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    how do you incorterate it
    sorry for my really bad spelling
    every one download sels map it is awesome.

  5. #5

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    Quote Originally Posted by rtwmadman
    how do you incorterate it
    First you need to put the script into this folder

    Rome – Total War\bi\data\scripts\show_me\

    then you need to activate a trigger for it in bi\data\export_descr_advise.txt


    ;------------------------------------------
    AdviceThread 4tpy_Thread
    GameArea Campaign

    Item 4tpy_Text_01
    Uninhibitable
    Verbosity 0
    Threshold 1
    MaxRepeats 0
    RepeatInterval 1
    Attitude Normal
    Presentation Default
    Title 4tpy _Text_01_Title
    Script scripts\show_me\4tpy.txt
    Text 4tpy _Text_01_Text1

    ;------------------------------------------

    Trigger 9999_4tpy_Trigger
    WhenToTest ButtonPressed

    Condition ButtonPressed faction_button

    AdviceThread 4tpy_Thread 1

    ;------------------------------------------
    You can now add text to your trigger in “bi\data\text\export_advise.txt” but its not necessary I think.

    To activate in game just click on the faction symbol button and the advisor will show, just press on the show me how button and your done. Remember to do this evertime you load a game.

    SLK,
    Last edited by Archaon; January 18, 2006 at 03:11 PM.

  6. #6

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    cheers i mite do that later. ive always found the game to short so your a life saver
    sorry for my really bad spelling
    every one download sels map it is awesome.

  7. #7

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    im back i tried to install ya mod and i gave my game a CTD. can it be incorperated with another mod as long as the other mod dont affect the advice folder.
    sorry for my really bad spelling
    every one download sels map it is awesome.

  8. #8

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    Quote Originally Posted by rtwmadman
    im back i tried to install ya mod and i gave my game a CTD. can it be incorperated with another mod as long as the other mod dont affect the advice folder.
    yeah i'm pretty sure the only limitation should be two scripts running at the sametime but even then i think that is possible. this really should work with any mod you can throw at it.

    it is a bit fiddley to implement but all the code is there in my post (except the text that goes in the export_advice.txt in the "bi\data\text" folder)

  9. #9

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    whats that code becasue that could be the problem
    sorry for my really bad spelling
    every one download sels map it is awesome.

  10. #10

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    Quote Originally Posted by rtwmadman
    whats that code becasue that could be the problem
    put this into "bi\data\text\export_advice.txt"

    {4tpy} Four Turns Per Year Script

    {4tpy_Text_01_Title} Four Turns Per Year Script

    {4tpy_Text_01_Text1} Four Turns Per Year Script n\click on the ‘show me how’ button to execute. REMEMBER to run this script with every game you start or load.
    SLK,

  11. #11

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    im still geting a CTD :'( why wont this work. i mite have to replace da files with the orginals and then try to find a diffrent 4tpy mod
    sorry for my really bad spelling
    every one download sels map it is awesome.

  12. #12

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    Quote Originally Posted by rtwmadman
    im still geting a CTD :'( why wont this work. i mite have to replace da files with the orginals and then try to find a diffrent 4tpy mod
    Hey dude its always worked for me. I’ve never had any problem with ‘show me how’ scripts. if you like I could upload a BETA version of my mod for play testing sometime next week.

    I’m almost ready for a small release I’ve just got to weed out all the little changes I made for self preference and balance the AI spawns out a bit, also I need a bit more work on the Local players money monitoring, so far it’s a bit to easy for the human.

    I’ve also included army sized garrison spawns for the AI, and got rid of the AI Army spawns (as they are static and pretty boring)
    Last night I edited the Local Players army spawns, now you’ll only receive a max of 4 units at a very low random rate. (the less units or less quality the higher the random possibility)

    I’ve included recruitment discounts for the Rebel factions and a turn basis income bonus to keep them a strong resistance and harder to bribe.

    A full list of ‘improvements’ will be posted later.

    SLK,

  13. #13

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    Hey,

    I’ve had an idea for a while now but I’m not sure if I should implement it or not.

    The idea is to lower the recruitment cost for ‘elite’ units and cavalry so that the AI recruit more of them but the difference is that I’ll add a section into my background script that takes the remainder of the ‘actual’ cost from the factions treasury

    e.g. remember this is not actually in the mod

    graal knights would cost a total of 564 denarii
    but in export_descr_units.txt they’ll be 264 denarii
    and once the AI recruits this unit they’ll be taxed 300 denarii via the script

    main problem with this,
    *my mod will be further from being able to combine with other mods

    Please give your opinions

    SLK,

  14. #14

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    Isn't it just easier to add a few hundred years in the strat file??

  15. #15

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    Quote Originally Posted by Hermephradites
    Isn't it just easier to add a few hundred years in the strat file??
    LOL your funny! It’s true you could but then you’d loose all sense of realism. The point of 4tpy is simulate the four seasons and make it feel like it only takes 3 months to train a unit as opposed to 6 months. Also I use this for the WarMap to make the movement per year more realistic.

  16. #16
    Ramon Gonzales y Garcia's Avatar Nobleza y Valor
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    I put "4tpy.txt" in the "...\Activision\Rome - Total War\bi\data\scripts\show_me" folder
    I edited "...\Activision\Rome - Total War\bi\data\export_descr_advice.txt" the relevant section now looks like this (including the lines before and after in italics):

    ;------------------------------------------
    AdviceThread Settling_Hordes_Thread
    GameArea Campaign

    Item Settling_Hordes_Text_01
    Uninhibitable
    Verbosity 3
    Threshold 1
    Attitude Normal
    Presentation Default
    Title Settling_Hordes_Text_01_Title
    Text Settling_Hordes_Text_01_Text1



    ;------------------------------------------
    AdviceThread 4tpy_Thread
    GameArea Campaign

    Item 4tpy_Text_01
    Uninhibitable
    Verbosity 0
    Threshold 1
    MaxRepeats 0
    RepeatInterval 1
    Attitude Normal
    Presentation Default
    Title 4tpy _Text_01_Title
    Script scripts\show_me\4tpy.txt
    Text 4tpy _Text_01_Text1



    ;===============================================================
    ;== TRIGGER DATA STARTS HERE ==
    ;===============================================================

    ;------------------------------------------

    Trigger 9999_4tpy_Trigger
    WhenToTest ButtonPressed

    Condition ButtonPressed faction_button

    AdviceThread EBBS_Thread 1

    ;------------------------------------------
    Trigger 1085_Start_Battle_Enemy_Forming_For_Attack_Trigger
    WhenToTest BattleAiCommenced

    Condition not I_BattleIsSiegeBattle
    and not I_BattleIsSallyOutBattle
    and I_BattleAiAttacking

    AdviceThread Start_Battle_Enemy_Forming_For_Attack_Thread 1


    I also edited the "...\Activision\Rome - Total War\bi\data\text\export_advice.txt" I added to the end:

    ¬-------------------

    {Settling_Hordes_Text_01_Title} Settling Your Horde

    {Settling_Hordes_Text_01_Text1}
    You have settled your horde, so all troops created specifically for your horde have disappeared from your armies and reverted to being regular members of your population. Any horde troops active in the field may have been removed from your army.


    ¬-------------------

    {4tpy} Four Turns Per Year Script

    {4tpy_Text_01_Title} Four Turns Per Year Script

    {4tpy_Text_01_Text1} Four Turns Per Year Script n\click on the ‘show me how’ button to execute. REMEMBER to run this script with every game you start or load.

    When I start the game I get CTD with error:
    "Advise thread (EBBS_thread) not recognized"

  17. #17

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    Ramon Gonzales y Garcia ,

    i uh made an error in my post, change that "EBBS_thread" part to "4tpy_thread".

    i have no net at home so i post at work, i used text files from EB to post puickly. old post now fixed.

    everyone can expect my D\L tomorrow with a list of changes made. Compatibility will be for 1.6, all my effort will be going into the IB-FD mod with AR from now on, you can expect great things from us!

  18. #18
    Ramon Gonzales y Garcia's Avatar Nobleza y Valor
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    Thanks, SLK, got it working. btw, looking forward to the next Flagellum Dei, esp now that u ppl are working on it, too.

  19. #19

  20. #20

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    After a hour of learning how to use script, i finally got it worked

    The only thing i find a bit annoying it's the fact that when i put my cursor over the sun in the down right corner it always said summer for 3 turn and then the winter. It'll be nice to have the four season insteed of 3 summer 1 winter. I tried to replace some of them to spring and autumn but it only mess the script so i changed them back. Maybe it's another "hardcoded things" that we can't change, i don't know.

    -Scorp

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